You draw your powers from a sentient weapon. It feeds you its magical power and allows you to fight with it in exchange for your services and remuneration.

Barrier Effect: Contractors with the buster device contract hone their combat ability. Within your barrier, you use your contractor level in place of your base attack bonus for all calculations thereupon based. Base attack bonuses granted from other classes are unaffected and are added normally.

Contract Powers: The following are the granted powers of the buster device contract.

Buster Device (Ex): At 1st level, you gain the use of your buster device in combat. The buster device may be any simple or martial melee weapon, and you are considered proficient in its use. Despite being magical at every level, at 1st level the weapon has no enhancement bonus and few powers. As you gain levels, its power increases. This ability counts as the black blade class feature for the purpose of qualifying for feats and prestige classes. If you have a buster device, you may never gain a familiar or bonded object, nor can you ever gain multiple intelligent weapons.

A buster device operates much like a black blade. Its ability scores, ego, languages, skills, and senses function in the same manner, except that its high ability score is Wisdom rather than Intelligence. Rather than an arcane pool, it has a divine pool, which has a number of points equal to 1 + its Wisdom bonus.

Where the buster device truly deviates from the black blade is in its abilities.

Table 1-3: Buster Device Progression

ContractorClass Level

EnhancementBonus

Wis

Int/Cha

Ego

Special

1st-2nd

+0

10

6

3

Alertness, blaster, telepathy, unbreakable

3rd-4th

+1

11

7

5

5th-6th

+2

12

8

8

Shrink device

7th-8th

+2

13

9

10

9th-10th

+3

14

10

12

Teleport device

11th-12th

+3

15

11

14

13th-14th

+4

16

12

16

Transfer energy

15th-16th

+4

17

13

18

17th-18th

+5

18

14

22

Spell defense

19th-20th

+5

19

15

24

Buster Device Abilities

Alertness (Ex): While you are wielding your buster device, you gain the Alertness feat.

Blaster (Sp): As a standard action, you can spend a point from your buster device's divine pool to fire a beam attack. You may charge this beam as normal, but the point is spent when you begin charging, regardless of whether or not you fire the beam.

Telepathy (Su): While you are wielding or carrying your buster device, you can communicate telepathically with it in a language you share.

Unbreakable (Ex): As long as it has 1 point in its divine pool, a buster device is immune to the broken condition. If broken, the buster device is unconscious and powerless until repaired. If destroyed, the buster device can be reforged 1 week later through a special ritual that costs 200 gp per contractor level and takes 24 hours to complete.

Shrink Device (Sp): At 5th level, as a standard action, as long as your buster device has 1 point in its divine pool, you can transform it into a worn pendant, ring, or other piece of jewelry. A worn device does not occupy a body slot or have any significant weight. A creature must succeed on a visual Perception check (DC 10 + 1/2 your level + your Charisma bonus) to determine that the device is a potential weapon when worn in this way. As another standard action, you can spend transform the device back into a held weapon.

Teleport Device (Sp): As a standard action starting at 9th level, you can expend a divine point from your buster device's divine pool, and can call your buster device from as far as 1 mile away, causing it to instantaneously teleport to your hand.

Transfer Energy (Su): At 13th level, once per day, you can attempt to siphon energy from your buster device to yourself. Doing so takes a full-round action and you must succeed at a Will saving throw with a DC equal to the buster device's ego. If you succeed, you regain 1 of your daily barrier rounds for every 1 divine point you sap from your divine buster. If you fail the saving throw, you become fatigued (but can try again). If you are fatigued, you become exhausted instead. You cannot use this ability if you are exhausted.

Spell Defense (Sp): At 17th level, you can expend a divine point from your weapon’s divine pool as a free action; you then gain SR equal to your buster device's ego until the start of your next turn.

Buster Device Purview: At 4th level, your buster device gains access to a cleric domain (or subdomain) as a cleric of your level - 3. It can use any granted powers to which it has access. It cannot gain feats or animal companions through this ability.

Combat Advice (Su): At 8th level, your buster device can suggest tactics and maneuvers at the crucial moment. When you form your barrier, once per day, select a combat feat for which you meet the prerequisites. You gain the benefits of that feat until you dismiss your barrier. You can use this ability one additional time at 14th and 20th levels.

Standby Ready: At 12th level, your buster device warns you of impending danger and helps you to react more quickly to danger. You gain Improved Initiative as a bonus feat.

Partnership (Su): At 20th level, your buster device is more than an employer, more than a source of power, more than a weapon to be wielded: it is your friend. The two of you have shown each other what great partners you are, and you work together in perfect sync. Telepathic advice from your buster device translates itself into a constant awareness of the world. You receive a +2 insight bonus on all saves and to AC. This bonus is doubled within your barrier. In addition, whenever you make an Intelligence-, Wisdom-, or Charisma-based skill check, your buster device automatically succeeds in an aid another check, granting you a +2 bonus on your check result.

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